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Food is a little different, but it's global and all you need to worry about is making sure you have at least 1. If you have zero food, your citizens have enough to eat. Food does not get stored. There is no x amount of months worth of food. It is binary. You either have enough to feed your citizens or you do not. If you have a deficit, they take a penalty to I'm not sure what. I've only had a couple of turns of starving. If you have a surplus, that would tell you I can feed that many more citizens. So if your food is 89 or 90...well, you're good. You should have probably stopped making food at about 10, so tear down some farms and build more residential.
Food is basically a tax on tile space, if you don't want to micro it you can make a single planet a food producer and that will cover a lot of citizens. I would just pick a low tile count world and core it, then develop just farms using the supply ships, maybe some influence if you need borders. Once you have a surplus of 10-12 you are in good shape to ignore it for a while while your citizen count grows. By the time your food is getting back towards 1 or 2 you can take advantage of research and tile upgrades for pretty cheap rush prices. You don't have to deal with pollution, and if you mix a food/pop gen world, you can a lot of mileage out of crime buildings because of adjacency.
You may see a deficit during your first expansion when suddenly 4 or 5 citizens are created. As long as you have supply ships (seriously, you don't have enough supply ships if you are expanding) you can quickly build farm districts on new colonies.
Look above the citizens, you'll see a progress bar for growth. There's lots of ways to target growth, depends on the civ.
For pop count and growth, you'll want to pay attention to what levels the buildings are. Adjacency bonus for pop cap has a much larger impact that the adjacency levels for most other tiles except influence I think. I'm trying to say that if you are making a choice between competing tiles for building levels, you want Pop cap. Each citizen can be given a job that will gain you more (sometimes much much more) of a production boost. For instance, if you can train Quantum Physicists, they grant much more research that 3 levels of a research district. It's different for wealth, because you have to break into 2 levels of Individualism to unlock the entrepreneur citizen, but I haven't found a reason yet to build wealth tiles.
To be honest the quickest and best way to get good explanations on the game mechanics is to join the discord and ask there. Its very active and has a lot of players that are more than happy to discuss the mechanics and give advice.
Periodically released by the developer Frogboy explains the early turns.
https://steamcommunity.com/sharedfiles/filedetails/?id=3053858268
Wrote by me explains the new combat system
https://steamcommunity.com/sharedfiles/filedetails/?id=3052225397
Draver's guide to modding
https://steamcommunity.com/sharedfiles/filedetails/?id=3053849809
Halicide's guide to making cool ships
https://steamcommunity.com/sharedfiles/filedetails/?id=3056049849